naseem142 
 
 
		
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Grunt disappearing 
			 
			
				How can i make the grunt "disappear" if he didn't find the player after 15 seconds? 
 
 
Thank you.
			 
			
			
			
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	| 10-09-2012, 03:26 PM  | 
	
		
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		Robby 
 
 
		
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RE: Grunt disappearing 
			 
			
				You use a timer that triggers after 15 seconds, and then you use the "SetEntityActive" function. 
 
Details: 
 
AddTimer("", 15.0f, "GruntDisable"); 
 
void GruntDisable(string &in asTimer) 
{ 
	SetEntityActive("Grunt_Name", false); 
} 
 
Add the timer function to the event script that triggers the monster's spawn.
			 
			
			
 
Infrequently active. Don't expect an immediate response. Best to contact me at a different locale. If I create a thread, expect me to be quite active. 
			
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	| 10-09-2012, 03:30 PM  | 
	
		
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		Lizard 
 
 
		
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RE: Grunt disappearing 
			 
			
				 (10-09-2012, 03:26 PM)naseem142 Wrote:  How can i make the grunt "disappear" if he didn't find the player after 15 seconds? 
 
 
Thank you. you could add a timer, with makes him disappear 
 
example
 
Void OnStart() 
{ 
AddTimer("timers name", "number of second", "function to call when the time has passed"); 
}
 
void function(string &in asTimer) 
{ 
SetEntityActive("name of monster", false); (false for making him dissapear) 
}
			  
			
			
 
CURRENT PROJECT: 
A Fathers Secret == Just started 
 
			
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	| 10-09-2012, 03:34 PM  | 
	
		
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		naseem142 
 
 
		
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RE: Grunt disappearing 
			 
			
				 (10-09-2012, 03:34 PM)ZereboO Wrote:   (10-09-2012, 03:26 PM)naseem142 Wrote:  How can i make the grunt "disappear" if he didn't find the player after 15 seconds? 
 
 
Thank you. you could add a timer, with makes him disappear  
 
example 
 
Void OnStart() 
{ 
AddTimer("timers name", "number of second", "function to call when the time has passed"); 
} 
 
void function(string &in asTimer) 
{ 
SetEntityActive("name of monster", false); (false for making him dissapear) 
} I'm not sure where do i put them in the lines , i started creating my map yesterday. 
I tried to put it where i think it belongs but i got an error. :/
			  
			
			
			
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	| 10-09-2012, 03:59 PM  | 
	
		
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		Robby 
 
 
		
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RE: Grunt disappearing 
			 
			
				What's the error?. Otherwise "we" can't help.
			 
			
			
 
Infrequently active. Don't expect an immediate response. Best to contact me at a different locale. If I create a thread, expect me to be quite active. 
			
				
(This post was last modified: 10-09-2012, 04:06 PM by Robby.)
 
				
			 
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	| 10-09-2012, 04:06 PM  | 
	
		
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		naseem142 
 
 
		
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RE: Grunt disappearing 
			 
			
				 (10-09-2012, 04:06 PM)Nemet Robert Wrote:  What's the error?. Otherwise "we" can't help. I'm getting different errors whenever i try to put them. I'm a noob :c
 
void OnStart()
 
{ 
 
AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true); 
AddEntityCollideCallback("Player", "explode_scare", "Explode", true, 1); 
SetEntityCallbackFunc("key_1", "OnPickup");
 
}
 
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
 
{
 
SetSwingDoorLocked("locked_door1", false, true);
 
PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);
 
RemoveItem("key_1");
 
}
 
void OnPickup(string &in asEntity, string &in type) 
{ 
 SetEntityActive("servant_grunt_1", true); 
 ShowEnemyPlayerPosition("servant_grunt_1");
  
}
 
void DoorLockedPlayer(string &in entity)
 
  
{ 
 if(GetSwingDoorLocked("gruntdoorss") == true) 
 {
  
 SetMessage("Messages", "gruntdoor", 0);
  
 } 
}
 
//////////////////////////////////////////////////////////////////
 
void OnEnter()
 
{ 
 
AddUseItemCallback("", "trap", "locked_door1", "Trapitup", true);
 
SetEntityCallbackFunc("trap", "OnPickup1");
 
}
 
void Trapitup(string &in asItem, string &in asEntity)
 
{
 
SetSwingDoorLocked("locked_door1", false, true);
 
PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false);
 
RemoveItem("trap");
 
}
 
void OnPickup1(string &in asEntity, string &in type) 
{ 
 SetEntityActive("1", true); 
 ShowEnemyPlayerPosition("1"); 
 SetEntityActive("2", true); 
 ShowEnemyPlayerPosition("2"); 
 SetEntityActive("3", true); 
 ShowEnemyPlayerPosition("3"); 
 SetEntityActive("4", true); 
 ShowEnemyPlayerPosition("4"); 
 SetEntityActive("5", true); 
 ShowEnemyPlayerPosition("5");
  
}
 
////////////////////////////////////////////////////////////////////////////////////
  
void Explode(string &in asParent, string &in asChild, int alState) 
{ 
SetPropHealth("vase_1", 0); 
SetPropHealth("vase_2", 0); 
}
 
//////////////////////////////////////////////////////////////////////////////////////
			  
			
			
			
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	| 10-09-2012, 04:07 PM  | 
	
		
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		Robby 
 
 
		
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RE: Grunt disappearing 
			 
			
				void OnStart() 
 
{  
 
AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true); 
AddEntityCollideCallback("Player", "explode_scare", "Explode", true, 1); 
SetEntityCallbackFunc("key_1", "OnPickup"); 
 
} 
 
void UsedKeyOnDoor(string &in asItem, string &in asEntity) 
 
{ 
 
SetSwingDoorLocked("locked_door1", false, true); 
 
PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false); 
 
RemoveItem("key_1"); 
 
} 
 
void OnPickup(string &in asEntity, string &in type) 
{ 
SetEntityActive("servant_grunt_1", true); 
AddTimer("", 15.0f, "GruntDisable"); 
ShowEnemyPlayerPosition("servant_grunt_1"); 
 
} 
void GruntDisable(string &in asTimer) 
{ 
SetEntityActive("servant_grunt_1", false); 
} 
void DoorLockedPlayer(string &in entity) 
 
 
{ 
if(GetSwingDoorLocked("gruntdoorss") == true) 
{ 
 
SetMessage("Messages", "gruntdoor", 0); 
 
} 
} 
 
////////////////////////////////////////////////////////////////// 
 
void OnEnter() 
 
 
{  
 
AddUseItemCallback("", "trap", "locked_door1", "Trapitup", true); 
 
SetEntityCallbackFunc("trap", "OnPickup1"); 
 
} 
 
void Trapitup(string &in asItem, string &in asEntity) 
 
{ 
 
SetSwingDoorLocked("locked_door1", false, true); 
 
PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false); 
 
RemoveItem("trap"); 
 
} 
 
void OnPickup1(string &in asEntity, string &in type) 
{ 
SetEntityActive("1", true); 
ShowEnemyPlayerPosition("1"); 
SetEntityActive("2", true); 
ShowEnemyPlayerPosition("2"); 
SetEntityActive("3", true); 
ShowEnemyPlayerPosition("3"); 
SetEntityActive("4", true); 
ShowEnemyPlayerPosition("4"); 
SetEntityActive("5", true); 
ShowEnemyPlayerPosition("5"); 
 
} 
 
 
//////////////////////////////////////////////////////////////////////////////////// 
 
 
void Explode(string &in asParent, string &in asChild, int alState) 
{ 
SetPropHealth("vase_1", 0); 
SetPropHealth("vase_2", 0); 
} 
 
//////////////////////////////////////////////////////////////////////////////////////
			 
			
			
 
Infrequently active. Don't expect an immediate response. Best to contact me at a different locale. If I create a thread, expect me to be quite active. 
			
				
(This post was last modified: 10-09-2012, 04:14 PM by Robby.)
 
				
			 
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	| 10-09-2012, 04:10 PM  | 
	
		
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		naseem142 
 
 
		
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RE: Grunt disappearing 
			 
			
				 (10-09-2012, 04:10 PM)Nemet Robert Wrote:  void OnStart() 
 
{  
 
AddUseItemCallback("", "key_1", "locked_door1", "UsedKeyOnDoor", true); 
AddEntityCollideCallback("Player", "explode_scare", "Explode", true, 1); 
SetEntityCallbackFunc("key_1", "OnPickup"); 
 
} 
 
void UsedKeyOnDoor(string &in asItem, string &in asEntity) 
 
{ 
 
SetSwingDoorLocked("locked_door1", false, true); 
 
PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false); 
 
RemoveItem("key_1"); 
 
} 
 
void OnPickup(string &in asEntity, string &in type) 
{ 
SetEntityActive("servant_grunt_1", true); 
AddTimer("", 15.0f, "GruntDisable"); 
ShowEnemyPlayerPosition("servant_grunt_1"); 
 
} 
void GruntDisable(string &in asTimer) 
{ 
SetEntityActive("servant_grunt_1", false); 
} 
void DoorLockedPlayer(string &in entity) 
 
 
{ 
if(GetSwingDoorLocked("gruntdoorss") == true) 
{ 
 
SetMessage("Messages", "gruntdoor", 0); 
 
} 
} 
 
////////////////////////////////////////////////////////////////// 
 
void OnEnter() 
 
 
{  
 
AddUseItemCallback("", "trap", "locked_door1", "Trapitup", true); 
 
SetEntityCallbackFunc("trap", "OnPickup1"); 
 
} 
 
void Trapitup(string &in asItem, string &in asEntity) 
 
{ 
 
SetSwingDoorLocked("locked_door1", false, true); 
 
PlaySoundAtEntity("", "unlock_door.snt", "locked_door1", 0, false); 
 
RemoveItem("trap"); 
 
} 
 
void OnPickup1(string &in asEntity, string &in type) 
{ 
SetEntityActive("1", true); 
ShowEnemyPlayerPosition("1"); 
SetEntityActive("2", true); 
ShowEnemyPlayerPosition("2"); 
SetEntityActive("3", true); 
ShowEnemyPlayerPosition("3"); 
SetEntityActive("4", true); 
ShowEnemyPlayerPosition("4"); 
SetEntityActive("5", true); 
ShowEnemyPlayerPosition("5"); 
 
} 
 
 
//////////////////////////////////////////////////////////////////////////////////// 
 
 
void Explode(string &in asParent, string &in asChild, int alState) 
{ 
SetPropHealth("vase_1", 0); 
SetPropHealth("vase_2", 0); 
} 
 
////////////////////////////////////////////////////////////////////////////////////// thank you   
			 
			
			
			
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	| 10-09-2012, 04:18 PM  | 
	
		
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